If you're looking for more mysticism in your games there are plenty of mods available to add that witchy flair. Related: The Best Quality Of Life Mods In Minecraft Some mods in this list make use of new natural items that you'll need to accumulate to harness the powers of nature, whereas others focus more on rituals performed at the right place and time. Then again, why not install all of them and try your hand at becoming the most powerful magical being in the universe!
Just don't forget to feed your familiar occasionally. There are sixteen Mystical flowers that generate throughout the world and act as the raw materials for your magical needs, but functional flowers can be crafted using the Petal Apothecary. There are complex recipes for the plants that provide useful services for the player, such as hurting enemies, powering furnaces, teleporting items, and breeding farm animals.
A mod like this wouldn't be complete without an end boss, Botania's being the Guardian of Gaia, requiring a Beacon and lots of rare items to summon. All of this herbalist magic is powered by mana and explained step by step in the mod's manual, Lexica Botania. Thaumaturgy begins with Salis Mundus , a component sprinkled onto vanilla blocks to transform them into their magical variants. The manual is called the Thaumonomicon, and holds all the information the player has discovered through researching the physical world.
With two new biomes to explore, six bosses to defeat, and a neutral mob named Pech to trade with, there's plenty of alchemical research to delve into in this mod. Be careful of maintaining stability when using magic though, as Flux Rifts and Taint can spawn and cause random events to disrupt your world.
There are six modules that can each work independently, so if something doesn't appeal to you then it's easy to disable that part of the mod. Apotheosis adds to enchanting with three new values which affect how good the outcome will be, as well as beautifully designed new Bookshelves, each providing different stat combinations. Items crafted come with a quality affix that can be retrieved through a Soul Fire and Rarity Shards to create your ultimate tools.
This mod effortlessly builds on vanilla Minecraft and is a great way to simply boost the magic already in the game. Power, or Aura, is drawn from flowers and trees to create magical items and effects. Plenty of natural elements in an area will passively increase the Aura, leading to fast plant growth in farms.
However, depleting Aura on a large scale will cause natural decay, as leaves despawn and animals die. A lot of the mechanics can be automated, bottling sunshine and ghosts for instance, and the tools this mod creates are incredibly useful when terraforming large areas. Baubles can be worn to produce different effects such as ground pound damage, seeing Aura, and fuelless smelting. Inventory Pets is an adorable mod that introduces craftable friends that fit in your inventory. Some can be found in procedurally generated, mod-specific structures, so it's worth exploring for the rarer ones.
There are 52 friends to collect, each offering a neat trick, meaning players can mix and match to suit whatever their current mission is. Each pet needs to be on your hotbar and requires its favorite food to function, but with perks like auto-smelting, negative effect removal, lava-walking, and random potion gifts, these little guys are definitely worth the inventory space.
The Mana Splitter can fix that issue; any Mana received from Mana Bursts will be split evenly into Mana Pools placed on adjacent sides. Recipe in the book: crafting the Mana Splitter. Any Mana poured into this block will simply vanish into the void, never to be seen again. Placing one of these under a Mana Pool will allow the pool to always accept Mana, but void any it can't hold. Recipe in the book: crafting the Mana Void. Mana on Rails What could be an easier way to transport Mana over large distances than attaching a Mana Pool to a Minecart?
It's simple! Similar to other types of carts in most respects, a Minecart with Mana Pool can store and transport, well, Mana. On rails. Breaking a cart with any Mana in it will lose all contained Mana, so be careful. Transferring Mana between a cart and a pool is done with a Mana Pump. These can face in any of the four cardinal directions, and will transfer Mana between an adjacent pool and a cart-with-pool on the opposite side. The transfer rate is extremely fast due to the mechanical nature of the pump-- so fast that overflow is possible, which can cause up to a whole diluted pools' worth of Mana Loss.
Mana will flow from the blue side of the pump in the direction of the arrow. The pump can be turned off with a redstone signal, and an attached Comparator will measure the amount of Mana in the cart. Lastly, a pool on a cart serves purely for transport, and can not receive, send, transfer, or infuse any items with its Mana. Recipe in the book: crafting the Minecart with Mana Pool. Recipe in the book: crafting the Mana Pump.
Placing these bellows next to and pointing towards a Mana Pool will increase the speed at which the pool outputs its Mana into Mana Tablets or other items. Multiple bellows will further increase the transfer rate. A slightly more mundane use of the Manatide Bellows is to stoke a Furnace's flames. A Manatide Bellows can be operated manually via a right-click; pointing the bellows towards an active Furnace and manning it will increase the speed and efficiency at which the items in the Furnace get smelted.
Recipe in the book: crafting the Manatide Bellows. Spark Augments Sparks seem to be more versatile than previously believed: a variety of Augments can be applied to them, enhancing their abilities. Augments can only be applied to Sparks that lie on Mana Pools , and a Spark can only have a single Augment at any given time.
The Dispersive Augment allows a Spark to drain the Mana in its pool to charge nearby players' Mana-containing items. The Dominant Augment makes a Spark pull Mana from nearby non-augmented Sparks' pools into its own, until the latter is full. The Recessive Augment makes a Spark distribute all of the Mana in its pool into any nearby non-augmented or Dispersive Sparks' pools, until its own is completely empty. Finally, the Isolated Augment prevents a Spark from interacting with any Dominant or Recessive Sparks , but still allows it to interact with blocks that can receive their Mana from the Spark network.
Placing one adjacent to a Mana Pool or other block with a Spark attached will connect it to that block. Right-clicking the Spark Tinkerer with a Spark Augment will put the augment in the block; the augment can be removed by right-clicking again. When the Spark Tinkerer gets a redstone signal, it'll randomly pick an adjacent connected Spark with a different augment and swap the augment on that Spark with the one stored in the Tinkerer. The stored augment can be withdrawn or deposited with Hoppers or other automation methods.
Comparators can read the type of augment stored. Recipe in the book: crafting the Spark Tinkerer. Generating Flora Generating Flora Generating Mana should be at the top of any botanist's priority list. Luckily, there's a wide selection of Generating Flora willing to do the job.
These flowers, as the name would imply, generate Mana, usually consuming resources to do so. All Generating Flora, like their Functional brethren, can hold a small internal buffer of Mana. Generating Flora will automatically output to the closest nearby Mana Spreader. These flowers bind to one Mana Spreader at a time for Mana output. They'll bind to the nearest spreader present at the time of their placement or the nearest placed afterward, if none were in range , and must be re-bound to another spreader with a wand in Bind Mode, if so desired.
Choosing your first Generating Flower is a pretty simple task; the simplest two choices for any fledgling botanist are the Endoflame and the Hydroangeas. The former uses Coal or other fuel sources to generate Mana. The latter uses Water sources for the same task, but decays after about three days. Dandelifeon The Dandelifeon is not recommended for the faint of heart. While it's likely the most efficient available generating flower in the botanist's toolbox, it's also one of the least straightforward to use.
This flower's function is based on a cellular automaton known as Conway's Game of Life. The area for this procedure is a 25x25 square, centered around the Dandelifeon itself. As long as the flower receives a redstone signal, it'll step the automaton twice a second.
Each location within the flower's 25x25 area of effect counts as a Cell. Cells may be alive or dead; a cell counts as alive if its respective block is a Cellular Block read on , or dead if it's anything else. The Neighbors of a cell are the eight cells surrounding any cell. Every step of the game, the following transitions happen to each cell simultaneously: 1 Any live cell with exactly 2 or 3 live neighbours survives the step. Aside from those, a few additional rules not present in a typical simulation of Conway's Game of Life are also present in the Dandelifeon procedures, listed in the following pages.
All cells have an age; cells not created by the Dandelifeon start at zero. Whenever a cell survives a step, its age increases by one. Whenever a dead cell becomes a live cell, the age of the new live cell becomes the age of its oldest neighbour, plus one, capped at The 3x3 zone centered around the Dandelifeon itself will absorb all cells that would otherwise generate in the area, converting them into a frankly ludicrous amount of Mana.
The older the cell that would be created, the more Mana it yields. Age-zero cells produce no Mana. Whenever any live cells are absorbed by the 3x3 zone in the center, all other cells in the board die. Additionally, any cell within the range of two or more Dandelifeon flowers dies. Cellular Blocks are crafted with Cactus, Carrots, Potatoes, and Beetroots, and are extremely fragile.
They won't yield anything when broken, nor can they be moved by Pistons. They won't be generated by a Dandelifeon on any cell that doesn't contain air. However, when not within the range of a Dandelifeon they hold no other special properties. Recipe in the book: Creating the Dandelifeon in a Petal Apothecary. Recipe in the book: crafting the Cellular Block.
Endoflame The Endoflame is a very rudimentary generating flower; it'll absorb any combustible items or blocks dropped on the nearby vicinity, one at a time, and burn through them to generate Mana. The amount of time it takes to burn through an item is roughly half of the time a Furnace would.
There're a few small caveats though: the Endoflame will not burn anything that leave byproducts in Furnaces e. Lava Buckets, which leave Buckets behind. Furthermore, the flower can only burn around four Block of Coals' worth of fuel at once. If any single fuel item with a longer burn time is used, its full efficiency will be lost. As the Endoflame is often a botanist's first foray into proper automatable Generating Flora, it shouldn't be run manually forever.
As the flower requires dropped items, an Open Crate found in the Natural Apparatus section of this book and some sort of output limiter a timer or pressure plate would be ideal for it. Recipe in the book: Creating the Endoflame in a Petal Apothecary.
When arson becomes useful. Entropinnyum To generate a blast of Mana, in fact, a blast might be required. Igniting a block of TNT on dry land near an Entropinnyum will have the latter absorb all the entropy generated by the blast, converting it into Mana and nullifying any damage in the process.
However, to absorb the explosion, the flower must not have any Mana stored in it-- otherwise, explosions as usual. Recipe in the book: Creating the Entropinnyum in a Petal Apothecary. Cool guys don't look at explosions. Note that the Entropinnyum has taken a liking to ethically-sourced TNT, produced by natural means. Feeding the flower unethically-sourced for example, duplicated TNT will incur a severe efficiency loss.
The flower's detection abilities are limited; for best results, remove all nearby rails, sticky blocks, and pistons. Gourmaryllis The Gourmaryllis is one hungry flower. It'll eat any food items it finds in a small area and turn them into Mana.
There's a catch, though: it can only digest a single food item at any given time, outputting Mana once it's done. It will devour any other foods while digesting, but yield no returns for those. The amount of time it takes to digest a delicacy depends on the food's nutritional value-- in layman's terms: the number of food points it restores.
Thus, a Steak will take four seconds to digest, an Apple will take two, a loaf of Bread will take two and a half, and so on. The rate of Mana production will also vary with nutrition: the Gourmaryllis prefers bigger foods.
For example, a single Steak will produce more Mana than two Apples, both in total and per-second. Of course, like any proper gourmand, the Gourmaryllis loves variety in its diet; feeding it many different foods can be very rewarding. Giving it the same food repeatedly might not go over so well, though. An experienced botanist can infer the Gourmaryllis' mood from the sounds it makes.
Recipe in the book: Creating the Gourmaryllis in a Petal Apothecary. A hot pot for our new residents. Hydroangeas Hydroangeas flowers act as liquid-based passive generators. They suck up any still water in a 3x3 area at the same altitude around them, converting the water into Mana. Unfortunately, even though they seem to function faster during Rain, their base Mana throughput is still rather slow.
In addition, they decay after around three days, making them nonviable for long-term Mana production. Recipe in the book: Creating the Hydroangeas in a Petal Apothecary. The Kekimurus is one of these Cake aficionados, and will eat any placed in its vicinity, synthesizing the enriching nutrients into sweet, sweet Mana.
Recipe in the book: Creating the Kekimurus in a Petal Apothecary. The Munchdew will eat up any nearby Leaves and convert them into Mana. However, no saplings or any other items will be dropped from the leaves. This flower outputs a hefty sum of mana per tree's worth of leaves. However, once it finishes eating all leaves in range, the Munchdew will take a brief digestive break, and will only eat again after around a minute.
Recipe in the book: Creating the Munchdew in a Petal Apothecary. Slime Chunks, they call those points. The Narslimmus is a flower that has the ability to tap into that energy; it'll absorb Slimes created by that power and collect all the Mana generated by the destruction. The larger the Slime, the more Mana is created. It also makes a bit of a sticky mess. Recipe in the book: Creating the Narslimmus in a Petal Apothecary. Stick around, would ye? Rafflowsia The Rafflowsia functions similarly to a Kekimurus , but eats man-made flowers in the Petal Apothecary instead.
It'll consume any nearby placed flowers and synthesize Mana from them. While feeding it the same flower several times in a row yields diminishing returns, feeding it a large variety of them can yield ludicrous quantities of Mana. Recipe in the book: Creating the Rafflowsia in a Petal Apothecary. A New Dawn, you could say. Rosa Arcana Experience Points contain a magic of their own. The Rosa Arcana can tap into this magic, absorbing the experience of nearby players and turning it into Mana.
It can also synthesize mana from experience orbs and enchanted items in the world; however, this method nets you a bit less mana for the same experience. When this flower is planted, toss a coin. If a nearby monster is targeted by and hit with a Shulker's projectile, and the Shulk Me Not's internal buffer is empty, both mob and Shulker will be killed, generating ludicrous amounts of Mana from the process.
A few extra points should be made: Both entities' experience and loot are lost, and both entities must be within the flower's range. Petal plucking not recommended. Spectrolus The Spectrolus is a flower that's particularly fond of the various hues of Wool. It'll consume any and all Wool blocks dropped nearby, converting them to Mana.
However, it's picky as to what colors it wants. Starting from White, after it eats one piece of Wool, it'll rotate to the next color in the spectrum. While it'll consume all Wool around it, it'll only create any mana if it gets the color it wants-- so haphazardly tossing Wool at it is wasteful at best.
The color craves at any given moment can be seen by hovering over the flower with a Wand of the Forest. The flower is widely known to consume refined wool, but you wonder what would happen if you gave it wool straight "from the source"? Recipe in the book: Creating the Spectrolus in a Petal Apothecary. Taste the Rainbow. Thermalily The Thermalily is a Lava-flavoured counterpart to the Hydroangeas.
The flower absorbs Lava around it at the same altitude to generate Mana. After absorbing one block of Lava, the flower will produce Mana continually for around 45 seconds, but afterwards needs a bit of time around 5 minutes to cool down before it can absorb more. The Mana throughput the Thermalily produces during its active phase is extremely high; it's an ideal flower for a quick boost in stores.
However, during its "cooldown" period, any adjacent Lava will be absorbed and reset the cooldown without yielding any Mana. While placing Lava in the world is definitely possible via Dispensers, automatically gathering it and carrying it from the Nether or deep underground is not. As such, the Thermalily is classified as a "semi-automatable" flower.
Recipe in the book: Creating the Thermalily in a Petal Apothecary. The hardest flower in the game. Functional Flora An Introduction to Function There are myriad uses for the Mana a botanist generates, notably as the fuel for an assortment of Functional Flora. These flowers will drain Mana from a nearby Mana Pool into themselves to perform their respective functions.
Note that flowers can't receive power directly through Mana Spreaders. Flowers bind to only one Mana Pool at a time. When placed, they'll bind to the nearest pool or the closest placed afterward, if none were in range , and should be re-bound with a wand in Bind Mode. Additionally, some functional flowers use a Redstone Root in their creation. These flowers' effects can be toggled with redstone signals. Recipe in the book: crafting the Redstone Root. Flower Shrinking Some functional flowers can have a bit too much reach for certain use-cases.
Tossing one of those into a Mana Pool with an Alchemy Catalyst will at the cost of some Mana shrink it, making its area of effect smaller. Every other function remains the same. Modulating Delay Many Functional Flora interact with dropped items; certain soils can ensure they do so in the right order. Planting a flower over Podzol will add a small delay before it can interact with dropped items, allowing for a "priority" system of sorts.
Planting a flower on Mycelium will create a larger delay. Given two flowers with the same or no delay, a Generating Flower e. For two flowers of the same type, it's a secret to everyone. Orechid While going mining is well and good, a renewable and sedentary means of acquiring ores is nothing to scoff at either.
The Orechid uses Mana to synthesize ores from nearby Stone blocks. The ores it generates are random, but rarer ores seem to be created less often. Recipe in the book: Creating the Orechid in a Petal Apothecary. The less magical would call it a sieve.
Agricarnation The slow growth of crops is a perpetual problem in the feeding of the masses. The Agricarnation transforms Mana into a type of natural fertilizer, causing nearby plant-life to grow faster. Recipe in the book: Creating the Agricarnation in a Petal Apothecary. Grandola Vila Morena Bellethorne The Bellethorne is a malevolent flower. It twists any Mana provided to slowly inflict harm in any living beings save for players around it.
Recipe in the book: Creating the Bellethorne in a Petal Apothecary. Every rose has its thorn. Bergamute Anyone who's ever attempted ranching knows of the cacophonous din emitted by herds of animals. Luckily, the Bergamute can deafen such dins.
The Bergamute absorbs sound energy emitted in a close radius around itself, converting it into trace amounts of mana and dispersing it harmlessly. Additionally, Horns or Drums will not break blocks within its range.
Recipe in the book: Creating the Bergamute in a Petal Apothecary. Deaf to All but the Song Bubbell Building underwater is no small feat; clearing air under the sea is incredibly troublesome and time-consuming. Placing a Bubbell underwater and providing it with Mana preferably a priori will have it generate a dome of air of about 12 blocks in radius , keeping water at bay.
A constant supply of Mana is required to keep the dome online. Recipe in the book: Creating the Bubbell in a Petal Apothecary. Like some casual game. Clayconia The Clayconia is a simple flower. All it does is moisten nearby Sand, turning it into pellets of Clay. This process uses a decent amount of Mana, but won't break the bank or pool, as it were. Recipe in the book: Creating the Clayconia in a Petal Apothecary. What a killer joke.
Daffomill The Daffomill is a fan of sorts: it uses Mana to push any items in front of it forward. Sneak-right clicking it with a Wand of the Forest changes its orientation; its current direction can be deduced from the subtle wind particles it emits. Recipe in the book: Creating the Daffomill in a Petal Apothecary. Wind Turbines? I'm a big fan. Dreadthorne The Dreadthorne is a slightly more specialized counterpart to the Bellethorne : instead of all nearby beings, it only harms adult animals.
Recipe in the book: Creating the Dreadthorne in a Petal Apothecary. It's a modus operandi. Conversely to its Generating counterpart, the Exoflame uses Mana to generate heat. Any Furnaces near an active Exoflame are fueled and given a speed boost.
Recipe in the book: Creating the Exoflame in a Petal Apothecary. But we should be going nowhere fast. Fallen Kanade The Fallen Kanade is a flower with angelic properties; it creates an aura of healing from Mana to apply a regeneration effect to any players and tamed pets nearby.
Hand Sonic, version four. Heisei Dream The Heisei Dream uses Mana to fuel artificial emotions of anger and revenge in any nearby mobs, turning them against each other. A pleasant era will murder people. Hopperhock The Hopperhock simply picks up items around it and put them in adjacent inventories like Chests. Mana is optional, but will increase its range if provided. Placing Item Frames on adjacent inventories will specify which items can or can't go in them.
Any inventory with no adjacent Item Frame can accept any items, but labelled inventories will take priority. The rule used to sort items can be changed by sneak-right clicking or using a Dispenser on the flower with a Wand of the Forest in Function Mode. Recipe in the book: Creating the Hopperhock in a Petal Apothecary. Hungry hungry flowers. Hyacidus For some reason, poison does not kill. The Hyacidus conjures it within the bodies of nearby mobs, bringing them to their knees after a wait for a one-hit kill.
Recipe in the book: Creating the Hyacidus in a Petal Apothecary. Steel is immune. Jaded Amaranthus You like flowers, right? If so, the Jaded Amaranthus is made just for you. When fed with Mana from a Mana Pool , it'll grow new Mystical Flowers on nearby soil at a rapid pace. It was this or clematis. Wait a minute, did you just summon a bunch of flowers in one turn? Yeah, so? That's against the rules, isn't it?
Screw the rules, I have mana! Jiyuulia The Jiyuulia is a flower that, for a small Mana drain, keeps any nearby animals or monsters at bay, protecting a circular area from entry. Recipe in the book: Creating the Jiyuulia in a Petal Apothecary. You're free to go everywhere but here. Labellia For a moderate sum of Mana, the Labellia picks up Name Tags dropped on top of it, and uses them to name nearby items and mobs within a 5x5 radius.
Recipe in the book: Creating the Labellia in a Petal Apothecary. What's in a name?. Loonium Any adventurer knows that Dungeons can hold valuable goodies. The Loonium will, when fed quite a bit of Mana, summon these items for said adventurers to collect.
There's a catch, though: each item is held by a monster protecting it. These monsters are extra-strong, but will drop their precious dungeon loot when killed. Recipe in the book: Creating the Loonium in a Petal Apothecary. Marimorphosis The Marimorphosis is a flower that induces metamorphic transformations in nearby Stone blocks.
These blocks are transmogrified into one of 8 different types of Metamorphic Stone. All 8 types will generate everywhere, but the types that generate more will often depend on the biome. All varieties can be used for bricks, chiseled bricks, slabs, stairs, and Petal Apothecary variants. Solite will generate in deserts and savannas. Fuchsite appears in forest biomes including taigas. Mycelite generates in mushroom fields and underground biomes. Rosy Talc is found in badlands and savannas.
Gneiss appears in mountainous biomes. Talc generates in plains and beaches. Cataclasite shows up in swamps and jungles. Finally, Lunite generates in cold biomes and taigas. This flower is pretty gneiss. A color for everyone Medumone The Medumone is a flower with the ability to completely halt a creature's movements. It converts Mana into a powerful slowing field that halts any nearby non-player entities in their tracks.
Recipe in the book: Creating the Medumone in a Petal Apothecary. Stop right there criminal scum Orechid While going mining is well and good, a renewable and sedentary means of acquiring ores is nothing to scoff at either. Orechid Ignem The Orechid is a great flower; the ability to create raw ores from Mana and Stone can be a great boon to any sedentary botanist's life. However, it can't create ores of a more Nether-y variety. Getting that sorted out is easy: Switching around a few petals will yield an Orechid Ignem, which creates Nether ores in Netherrack instead.
The flower must be in the Nether dimension to work. Getting hot in here. Pollidisiac Animals love eating. That's all they seem to do, really. Strangely enough, though, they only eat things that are fed to them. The Pollidisiac will simply do just that; it uses mana to feed nearby food items on the ground Wheat, Carrots, etc.
Recipe in the book: Creating the Pollidisiac in a Petal Apothecary. Hell's Kitchen. Rannuncarpus Quite a handy flower indeed, the Rannuncarpus will pick up nearby placeable items and place them within a large radius around itself as blocks, preferably facing them towards itself. However, it will only place blocks on top of a specific block type at a time; to specify this block, place it right below the soil the flower rests on.
Items such as Sugar Cane can be placed as well, but only where a player could. Mana for the flower is optional, but will increase its range if provided. Finally, placing item frames on the block under the soil will restrict the items the Rannuncarpus will pick up, similarly to a Hopperhock.
Recipe in the book: Creating the Rannuncarpus in a Petal Apothecary. Find it in a sandpit? Solegnolia The Ring of Magnetization is quite the handy tool for any diggers or collectors. However, it can also pick up unwanted items, disrupting automation setups in the process. The Solegnolia disrupts the ring's field of effect and prevents any items in its range from being pulled towards a ring-bearer.
It also prevents any ring-bearers in its range from pulling any items. It does not consume Mana. Recipe in the book: Creating the Solegnolia in a Petal Apothecary. The Spectranthemum uses Mana to warp the fabric of reality around any items near it, teleporting them elsewhere in the world.
Note that Mana-containing and already-teleported items interfere with the warp; neither of these can be teleported. To specify the destination of warped items, use a Wand of the Forest in Bind Mode to bind the flower to a location within 12 blocks, the same way one would to a pool. To view what block the flower is bound to as opposed to the pool it's pulling Mana from , sneak while looking at it with a wand.
This flower is bound by the axiom of chunkloading; i. This topic, however, is beyond the scope of this lexicon. Recipe in the book: Creating the Spectranthemum in a Petal Apothecary. Tangleberrie The Tangleberrie is a flower that, for a small Mana drain, keeps any nearby animals or monsters within a circular ward, preventing them from getting out. Recipe in the book: Creating the Tangleberrie in a Petal Apothecary.
Tangled, brave and frozen. Tigerseye It's a known fact that Creepers are terrified of cats. The Tigerseye exploits that fact, emitting a feline aura to petrify any nearby Creepers and preventing them from exploding. As a side-effect, it makes them flee nearby players. Recipe in the book: Creating the Tigerseye in a Petal Apothecary.
Risin' up to the challenge of our rivals. Vinculotus The Vinculotus uses Mana to hijack the powers of any Enderman within a large radius around it. Whenever an Enderman attempts a teleport within said radius, it's instead forced to the location of the Vinculotus.
Recipe in the book: Creating the Vinculotus in a Petal Apothecary. Touch this black lotus with your fingers. Natural Apparatus Hovering Hourglass The ability to keep time is an essential one for anyone who wishes to build any redstone-y contraptions. A classical timer, however, can take up frankly unfortunate amounts of space, to say nothing about efficiency.
The Hovering Hourglass is a simple, precise, sand-based timer. As its name implies, it's a hourglass that hovers and turns by itself. Right-clicking a filled hourglass removes its sand. Once sand is added, it'll start draining from one of the chambers into the other. Once the sand finishes draining, the hourglass emits one redstone pulse and flips, restarting the process.
The amount of time between pulses is dependent on the type and quantity of sand in the chamber. Sand falls at a rate of for one second per block, Red Sand ten seconds per, and Soul Sand one minute per. Sand types can't be mixed; the current time between pulses can be seen by holding a Wand of the Forest over the Hourglass. Note that sand can't be added incrementally by hand, so the size of the sand stack should be adjusted in-inventory. The sand in the hourglass can, however, be adjusted by Hoppers or similar means.
Right-clicking an hourglass with a Wand of the Forest locks or unlocks it. When locked, sand can't be added or removed from an hourglass just in case someone right-clicks the hourglass on accident. If a Mana Burst collides with an hourglass, it'll stem the flow of sand and pause the timer; another burst will continue the timer.
Mana Powder can be used in lieu of sand; doing this turns an hourglass from a timer into a counter. Instead of sand flowing over time, the hourglass will drop one unit of powder every time a Mana Burst collides with it. For example, ten pieces of powder in an hourglass will require 10 Mana Bursts for a redstone pulse.
Recipe in the book: crafting the Hovering Hourglass. Open Crate Sometimes complex devices like Droppers or Dispensers can't offer enough precision or speed. A simple solution: Make a crate, then punch a hole in its bottom.
Yeah, it's that easy. The Open Crate accepts each item from a Hopper or other item outputter, and drops the item directly below it. An interesting side-effect of the Open Crate's construction is that, when given a redstone signal, any items it drops won't be picked up by flowers like the Hopperhock , Rannuncarpus , or Pollidisiac for around ten seconds longer than they otherwise would. Recipe in the book: crafting the Open Crate. Abstruse Platform When shaped into extremely specific patterns, Livingwood can be crafted into a selectively-permeable block.
The Abstruse Platform has a physical body only for non-sneaking entities above it; sneaking entities or those coming from below will pass right through. Mana Bursts will also travel through a Platform without any trouble. This block can be disguised as any other simple block by simply right-clicking the former with the latter. Right-clicking a disguised platform with a Wand of the Forest spreads the disguise to all adjacent non-disguised blocks. Sneak-right clicking removes all disguises.
Recipe in the book: crafting the Abstruse Platform. Alchemising with Mana Mana is an extremely mercurial substance; even now its complete properties and abilities are unknown. However, what is known is that an Alchemy Catalyst, created with a variety of otherworldly materials, can be attached to the bottom of a Mana Pool , allowing the latter to perform Alchemy.
Recipe in the book: crafting the Alchemy Catalyst. Recipe in the book: creating Leather in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Ice in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Potato in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Nether Wart in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Gunpowder in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Name Tag in a mana pool using the Alchemy Catalyst.
Recipe in the book: creating String in a mana pool using the Alchemy Catalyst. Recipes in the book: creating Slimeball and Cactus in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Ender Pearl in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Sand in a mana pool using the Alchemy Catalyst.
Recipe in the book: creating Red Sand in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Chorus Flower in a mana pool using the Alchemy Catalyst. Recipe in the book: creating Coarse Dirt in a mana pool using the Alchemy Catalyst. Recipes in the book: creating item. And the ability to hover. The torch will point horizontally when placed, providing a redstone signal in that direction and no other.
Sneak-right clicking the torch will rotate it 90 degrees, pointing the signal in the new direction instead. By default, the torch is in Toggle mode: whenever the torch is actuated by either a Mana Burst or an adjacent Hovering Hourglass , it'll turn degrees, serving as a T flip-flop. Using a Wand of the Forest on the torch changes its mode. The default mode is Toggle, as previously stated; the other two modes are Rotate, in which the torch rotates 90 degrees each actuation, and Random, in which the torch points randomly each actuation.
Recipe in the book: crafting the Animated Torch. Botanical Brewery Given the versatility of Mana, its practicality in Potion-making should come as a surprise to nobody. Brews are, simply put, variants on Potions. They're created using Mana as a base, but brewed with other ingredients. Unlike Potions, Brews have fixed multi-reagent recipes, and each vial brewed will contain multiple doses of product. The process of creating a Brew requires a Botanical Brewery, Vials, Mana, and of course the reagents themselves.
The Mana functions as the solvent and energy source for a Brew and is drawn from Mana Bursts; simply pointing a Mana Spreader at the Brewery will work just fine. Additionally, partially empty Vials can be topped up with others containing the same Brew in a crafting grid.
Recipe in the book: crafting the Botanical Brewery. Recipe in the book: crafting the Managlass Vial. Working with a Botanical Brewery is rather simple. Begin by adding a Vial with a right-click or a drop into the brewery. Add all required ingredients in a similar manner. Once a Brew has all necessary reagents, give it a few moments to accept the requisite Mana, and it should automatically drop into your inventory.
Recipe in the book: brewing a Brew of Fleetfeet. A simple brew, mimicking a Potion of Swiftness. When quaffed, it gives its drinker a Speed II effect. Recipe in the book: brewing a Brew of Vigor. A simple brew, mimicking a Potion of Strength.
When quaffed, it gives its drinker a Strength II effect. Recipe in the book: brewing a Brew of Adrenaline. A simple brew, mimicking a Potion of Haste. When quaffed, it gives its drinker a Haste II effect. Recipe in the book: brewing a Brew of Mending. A simple brew, mimicking a Potion of Healing. When quaffed, it gives its drinker an Instant Health II effect. Recipe in the book: brewing a Brew of Upsurging. A simple brew, mimicking a Potion of Leaping. When quaffed, it gives its drinker a Jump Boost II effect.
Recipe in the book: brewing a Brew of Revitalization. A simple brew, mimicking a Potion of Regeneration. When quaffed, it gives its drinker a Regeneration II effect. Recipe in the book: brewing a Brew of Restoration. When quaffed, it gives its drinker a Regeneration I effect, albeit for longer than a Revitalization brew. Recipe in the book: brewing a Brew of Fortitude. A simple brew, mimicking a Potion of Resistance.
When quaffed, it gives its drinker a Resistance II effect. Recipe in the book: brewing a Brew of Magmaskin. A simple brew, mimicking a Potion of Fire Resistance. When quaffed, it gives its drinker a Fire Resistance effect. Recipe in the book: brewing a Brew of Gills. A simple brew, mimicking a Potion of Water Breathing. When quaffed, it gives its drinker a Water Breathing effect. Recipe in the book: brewing a Brew of Cloaking.
A simple brew, mimicking a Potion of Invisibility. When quaffed, it gives its drinker a Invisibility effect. Recipe in the book: brewing a Brew of Owlsight. A simple brew, mimicking a Potion of Night Vision. When quaffed, it gives its drinker a Night Vision effect. Recipe in the book: brewing a Brew of Shielding. A simple brew, mimicking the primary effect of a Golden Apple. When quaffed, it gives its drinker a Absorption IV effect. Brew Incenses Brews can provide a great variety of effects when in liquid form.
However, their effects don't last long, and Vials take up inventory space besides. Using Incense Sticks instead of containers can mitigate these problems. Sticks are infusable with Brew effects, just like containers, but take around ten times as much Mana to do so. An Incense Stick can be placed on an Incense Plate by right-clicking on the latter with the former, and a simple click with a Flint and Steel will light it up.
Once lit, a stick can not be retrieved. A single stick of incense will burn for sixty times as long as its liquid counterpart before needing to be replaced. Incense Plates that are burning Incense Sticks will provide the effects of the Brew infused in the stick to any players in a block radius of the plate. Not all Brews can be infused into Incense Sticks; for example, Instant Health or Absorption sticks won't brew, nor will any brews with more than one effect.
For incense lovers who're also automation junkies, the Incense Plate can receive items through Hoppers or other inputs. It'll output a Comparator signal of 1 when it has a stick and 2 when it's burning it, and if a Mana Burst with a Kindle Lens hits a plate with an unlit stick, it'll light it.
Recipe in the book: crafting the Incense Stick. Recipe in the book: crafting the Incense Plate. Brewing Flasks Alfglass seems to be a more malleable material than the typical Managlass used for Vials. A Flask fashioned from Alfglass seems to be the typical Elven container for Brews, holding six doses over the four a Vial does. While the ingredient cost to brew a particular brew in a Flask is the same, its Mana cost is double that of a Vial.
Additionally, since the bottleneck of a Flask is larger than that of a Vial, its contents can be drunk faster. Recipe in the book: crafting the Alfglass Flask. Cocoon of Caprice A cocoon is a symbol of change, of evolution. A Cocoon of Caprice, when placed, will slowly evolve the rudimentary bits of life inside into a Baby Animal. More often than not, the cocoon will hatch into a farm animal, but on rare occasions, different animals such as Wolves or Horses can be created.
A cocoon near water seems to create aquatic animals instead. Rumor has it that giving a cocoon Emeralds, Chorus Fruit, or a certain otherworldly essence will influence its outcome towards something What such experiments would yield is anyone's guess, really. Giving a cocoon an item can be done via right-click or by simply tossing the item.
Recipe in the book: crafting the Cocoon of Caprice. Complex Brews Sometimes your run-of-the-mill Brews that just mimic your standard Potions just won't cut it. Thus, there're also some complex brews; these either apply a combination of effects or new, beneficial effects altogether.
Recipe in the book: brewing a Brew of Overload. A brew that applies both positive and negative effects. Taking it leaves the affected individual empowered, but also vulnerable. Recipe in the book: brewing a Brew of Crossed Souls. Anyone under this brew's effects will regain HP upon the slaying of any other creature. Recipe in the book: brewing a Brew of Feather Feet. Anyone under this brew's effects will be completely immune to any fall damage.
Recipe in the book: brewing a Brew of Vanity's Emptiness. This brew casts an aura of emptiness around its drinker. In a block radius, no mobs will spawn naturally. Recipe in the book: brewing a Brew of Crimson Shade. This brew casts an aura of bloodthirstiness around its drinker. In a block radius, mobs will spawn regardless of lighting or other conditions.
This won't work if the drinker is under Emptiness. Recipe in the book: brewing a Brew of Marine Allure. A player under this brew's effects will have much higher proficiency at fishing and will catch fish and other loot twice as fast. Recipe in the book: brewing a Brew of Absolution. This brew, when quaffed, will clear all potion effects on a player negative or otherwise. Conjuring with Mana Similar to the Alchemy Catalyst, a catalyst also exists for Conjuration, the magic of cloning simple resources from pure Mana.
Conjuration is performed similarly to Alchemy , by tossing the relevant item into a Mana Pool with a catalyst attached below.
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1. level 1. Alchimous. · 5y. The main use I can think of for the ethereal shard is to make a staff charging area in a base running only on centi-vis. I love the idea of it, and it's not exactly . This page is about the Earth Shard from Thaumcraft 4. For other uses, see Earth Shard. The Earth Shard is a component added by Thaumcraft 4. It can be acquired in the world by . Can someone explain Thaumic Horizons' ethereal shard? Close. 2. Posted by 5 years ago. Can someone explain Thaumic Horizons' ethereal shard? I've placed one down and given it a .